DNFD/Enchantress: Difference between revisions

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{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2B
|input=2B
|description=
|description=On block or hit can cancel anytime between the first and second hits, allowing for frametraps and tick throw setups with {{MMC|input=214M|label=Keep Away!}}.
* 2 Hitting move
* 2 Hitting move



Revision as of 21:46, 8 July 2022

Overview
Overview

A witch from the Forest of Dolls that manipulates cursed dolls. She uses a variety of ranged attacks and MP stealing Skills to harass her opponents, which simultaneously controlling her doll Madd. While Awakened, MP consumed while controlling Madd is reduced, allowing it to be controlled for longer periods of time.

Enchantress Enchantress is classified as a Gimmicky type. She has many ranged attacks and can steal MP from the opponent, all while simultaneously controlling her puppet, Madd, for powerful coordinated attacks.

Pros
Cons
  • MP Steal: HarvestDNFD Enchantress 236M.pngGuardMidStartup25Recovery28Advantage-4 can uniquely pressure the opponent by draining their mana on hit.
  • Doll-like: Due to her diminutive stature, Enchantress has a smaller hurtbox than most characters and can run under some projectiles as well as make moves whiff completely by crouching.
  • Conversionless Mixups: By doing a kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. j.S~j.M, Enchantress can briefly stall herself midair to create a High-Low mixup, and fully combo on hit. She can also use her Command Grab Keep Away!DNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage-, which is immune to Throw Break and is able to perform huge combos in the corner.
  • Frail: Tied for the lowest health in the game at 850 HP, Enchantress is not given any special treatment on defense and must use her pokes to keep herself safe.
  • MP Countdown: During Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage-, MP will be spent continuously and cannot recover, forcing Enchantress to stockpile MP to get the most out of Madd.
  • Slow roll: Having a roll that comes out 2 frames slower than everyone else can make getting out of pressure more difficult for her than other characters.

Madd is an enchanted doll that follows Enchantress. When Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- is active, Madd is able to move indepdenently of Enchantress, and each of Enchantress' MP Skills during this mode will be performed by Madd, regardless how far apart they may be. Madd can also be teleported to a specific location when Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- or And, Scene! is activated mid-air based on the direction input, allowing Enchantress to set up Madd in favourable position.

However, during Showtime!, Madd can also be attacked, preventing Enchantress performing any MP Skills with Madd for a short moment.

Landing Enchantress' Keep Away!DNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage- command grab will inflict the Doll Hit debuff for approx. 3 seconds.

During this time, the opponent will become a large Doll, which can only walk, jump, or attack with a unique 5A or j.A attack. The Doll cannot Dash, Block, or use any other attack. However, the Doll is completely Throw-immune and will immediately tech after any hit. Once the Doll Hit expires, they will be left recovering for a short moment. When turned into a Doll, the opponent is extremely exposed to being hit and barely has the means to defend themselves, if at all.

When in the Doll Hit state, the Doll overrides standard attributes, with a very low movement speed and extremely poor attacks, but it does have a decent jump duration.
Enchantress
DNFD Enchantress Portrait.png
Health:900
Guard Gauge:950
MP Regen Rate:15
Prejump:4
Backdash:26F
Unique Movement Options:Teleport Dodge
Enchantress
DNFD Doll Hit Icon.png Doll Hit

Normal Moves

5A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 Mid 7 2 17 -3 none
  • Unavoidable after landing Keep Away!DNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage- in the corner
  • Low damage combo starter

Important button in pressure as it's the one with the least pushback and the best frame advantage, allowing for Keep Away!DNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage- tick throw setups. Also a decent poke, useful for catching rolls thanks to it being whiff cancelable into 5AA.

Proration On-Hit Guard Damage MP Gain Level
65% -1 20 1 -
No results

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Guard Cancel

Special Moves

Rose Vines

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
35 Mid 15 10 35 -27 none
  • Low profile during the initial active frames
  • Will hit different amounts of times depending on spacing

Slow fullscreen traveling projectile that travels along the ground. Can be cancelled into Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- on hit and block to get better frame advantage; if cancelled this way, it becomes plus on block when spaced to get multiple hits.

Proration On-Hit Guard Damage MP Gain Level
80% -17 20 2 3
No results

Madd, it's Time to Dance!

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
{150} Mid 14 4 36 -22, [-6], {-17} none

When Madd is not being controlled by Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage-, both Enchantress and Madd will do this attack in unison, doing 2 hits and 150 damage when both of them hit together.

It's possible to get Madd separated from Enchantress through either Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- or simply dashing away from Madd. If Madd is disconnected from Enchantress, it will still perform 2S, doing 100 damage when hit on its own, however it won't cancel into other moves if it hits this way.

  • Placeholder
Proration On-Hit Guard Damage MP Gain Level
80%×2 +27, [+41], {+30} 40, [60] 4, [2] -
No results

Lantern Firebomb

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Lantern Firebomb Level 1 78 Mid 15~25 Travel + 10 47 -26 none
Lantern Firebomb Level 2 94 Mid 26~35 Travel + 10 44 -20 none
Lantern Firebomb Level 3 110 Mid 36~44 Travel + 10 42 -16 none
Lantern Firebomb Level 4 126 Mid 45 Travel + 10 40 -10 none

Level 4 causes a hard knockdown on hit, letting Enchantress OTG afterwards.

Version Proration On-Hit Guard Damage MP Gain Level
6S 80%, 90% +19 10, 50 2, 2 4, 3
6S 80%, 90% +24 10, 60 3, 3 4, 3
6S 80%, 90% +28 10, 70 3, 3 4, 3
6S 80%, 90% +73 10, 100 4, 4 4, 3
No results

Destiny Puppet

Aerial Lantern Firebomb

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Aerial Lantern Firebomb Level 1 78 Mid 15~25 Travel + 10 Falling + 10 -26~-12 none
Aerial Lantern Firebomb Level 2 94 Mid 26~35 Travel + 10 Falling + 10 -20~-6 none
Aerial Lantern Firebomb Level 3 110 Mid 36~44 Travel + 10 Falling + 10 -16~-2 none
Aerial Lantern Firebomb Level 4 126 Mid 45 Travel + 10 Falling + 10 -10~+4 none
  • Stops all air momentum
  • When Kara canceled into Showtime! allows for fast falling.
  • Level 4 causes a hard knockdown on hit, letting Enchantress OTG afterwards.
Version Proration On-Hit Guard Damage MP Gain Level
j.S 80%, 90% +19~+33 10, 50 2, 2 4, 3
j.S 80%, 90% +24~+38 10, 60 3, 3 4, 3
j.S 80%, 90% +28~+42 10, 70 3, 3 4, 3
j.S 80%, 90% +73~+87 10, 100 4, 4 4, 3
No results

MP Special Moves

Terrible Roar

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
154 Mid 20 14, 4 29 -20 1~30 All 70

Enchantress' invincible reversal. Unique move that can allow her to create a largely displaced hitbox at Madd's position while getting invulnerability if used when Madd is far forwards from her, being rather safe on block at longer ranges. This is especially useful after getting hit by an opponent's Guard Cancel, as the hit will automatically get Enchantress out of Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- and keep Madd pretty close to the opponent.

  • Has a vacuum effect before hitting
  • Unlike other invincible reversals, is not throw invulnerable.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%×4, 50% +26 20x4, 80 - -
  • reversal

Harvest

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
106 Mid 25 15, 2 28 -4 none 60

This move drains MP from the opponent for each hit of the move, stealing 4 MP on each of the first 8 hits, and 8 MP on the final hit, giving all of it back to the Enchantress.

  • How much MP is stolen depends on how many hits are landed, meaning hitting it meaty will result in less MP stolen.
  • If hit in full, leaves Enchantress -20 MP and the opponent -40 MP.
Version Proration On-Hit Guard Damage MP Gain Level
236M 85%×8, 90% +35 10x8, 30 ~40 -
No results

Keep Away!

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
50 Throw 18 2 40 - none 80

Command grab that places the "Doll Hit" status on the opponent for approximately 3 seconds, transforming them into a Doll, where they cannot take any actions except walking, jumping, or attacking with A normals. The opponent's standard attributes are also overwritten while they are a doll, giving them low movement speed and poor attacks, but a good jump duration.

After doll hit expires, the opponent is left vulnerable for a moment.

Version Proration On-Hit Guard Damage MP Gain Level
214M 100% 0 - - -
No results

Showtime!

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
- - 0 - 20 - none 10

Enchantress gains control of her puppet, Madd, which is moved by forward and backwards inputs. Her M move inputs change properties while Showtime! is active.

Due to the move's low recovery, it can be used to effectively maintain pressure or extend combos via canceling normals or special moves.

  • Drains Enchantress' MP over time while active.
  • Showtime does not end when Madd is hit by the opponent.
  • Can be Kara canceled into.
Proration On-Hit Guard Damage MP Gain Level
- - - - -
No results

Madd the Guard

Madd Mad Slash

Curse of Terror Bear

And, Scene!

Awakening Moves

Forest of Dolls

5A

j.A

Colors

DNFD Enchantress Color 1.png
DNFD Enchantress Color 2.png
DNFD Enchantress Color 3.png
DNFD Enchantress Color 4.png
1
2
3
B-Type Color (DFO)
4
C-Type Color (DFO)
DNFD Enchantress Color 5.png
DNFD Enchantress Color 6.png
DNFD Enchantress Color 7.png
DNFD Enchantress Color 8.png
5
D-Type Color (DFO)
6
7
8

Navigation

Enchantress
To edit frame data, edit values in DNFD/Enchantress/Data.